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<blockquote data-quote="Lanefan" data-source="post: 6821646" data-attributes="member: 29398"><p>Pretty much, yep; mostly from... </p><p></p><p>These, along with somewhat more engaged players intentionally playing bump-on-a-log characters; even more aggravating.</p><p></p><p>I don't see it as a dick move in the slightest, when put in the context of xp being something a character gets for doing things as opposed to doing nothing; and with this made clear going in.</p><p></p><p>Then there's the players whose very playstyle consists of making sure that if there's deaths and bad things to be endured it's someone else's character who endures them. An example might be as simple as opening a door that might have a trap to it...these players will sit on their hands and wait even if their character is the one best-suited for the job, knowing full well that someone else at the table (sometimes but not always me) will eventually get bored and open the bloody thing. And if there is a trap the deliberate procrastinator survives while the character who actually got on with it dies. Holding them to account (in-character or out) then or later usually gets only a response of "Well *I'm* not taking the risk!", leading to a stalemate. And a very boring game if getting through that door is what has to happen next.</p><p></p><p>At least giving xp to the risk-takers tries to mitigate this a little.</p><p></p><p>Lan-"everything dies, baby, that's a fact; and everything that dies someday comes back - B Springsteen"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6821646, member: 29398"] Pretty much, yep; mostly from... These, along with somewhat more engaged players intentionally playing bump-on-a-log characters; even more aggravating. I don't see it as a dick move in the slightest, when put in the context of xp being something a character gets for doing things as opposed to doing nothing; and with this made clear going in. Then there's the players whose very playstyle consists of making sure that if there's deaths and bad things to be endured it's someone else's character who endures them. An example might be as simple as opening a door that might have a trap to it...these players will sit on their hands and wait even if their character is the one best-suited for the job, knowing full well that someone else at the table (sometimes but not always me) will eventually get bored and open the bloody thing. And if there is a trap the deliberate procrastinator survives while the character who actually got on with it dies. Holding them to account (in-character or out) then or later usually gets only a response of "Well *I'm* not taking the risk!", leading to a stalemate. And a very boring game if getting through that door is what has to happen next. At least giving xp to the risk-takers tries to mitigate this a little. Lan-"everything dies, baby, that's a fact; and everything that dies someday comes back - B Springsteen"-efan [/QUOTE]
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